Ellsbeth
02-10-2009, 10:18 AM
Have you wanted to play a villain character, but have found instead that everyone wants you to die and your elaborate plots have died with you? Have you found that any attempt at drama has ended in a shitstorm? I know I have. I wanted to share these posts with you guys because I think this No, knows what he's talking about.
Originally posted by No of Thorium Brotherhood
Speaking as I can as someone who has played antagonists for years on my current server, it's not easy for either side, and there are a number of pitfalls to look out for. If you're looking to create conflict on the server, great! Here's the advice I can give from personal experience.
Antagonists:
You will always be outnumbered. You will be lucky to find one or two people who will go along with whatever plot you choose. The simple fact that you must acknowledge and come to accept is that the World of Warcraft is full of many, many people who want to be the hero, and very, very few who wish to be the villain. All of those heroes will be rushing to stop you at every turn. It can be frustrating, but the RP can be quite rewarding if you keep a few things in mind:
* Find a fair way to stay alive and functioning. Don't god-mode; it helps no one. Yes, it can be frustrating when everyone's out to kill you, but there are a number of ways to prevent that scenario. Don't antagonize to the extent of people wanting you dead. Be backed by a larger (canon) organization. Shift blame. There are a number of ways to keep a good antagonist up and running without resorting to frustrating combat situations where no one wins because no one wants to die.
* Coordinate with other antagonists. Form a posse. You're stronger when you have people to assist, backup in times of need. Your plots can also be more elaborate and interesting when you have multiple motives to contend with. Find a few people of similar mindset and start scheming.
* Have a good, solid motivation. "I'm evil" doesn't cut it. The world of Warcraft is an exercise in shades of grey -- if you're doing something morally reprehensible, why? What drives the character to such lengths? Leave the shrug-off answers "Because he likes killing people," or "Because he's insane," at the door, please. Mentally sound or mentally unstable, find motivation. Try to make it logical. You'd be amazed how many more people might sympathize with you (or at least hesitate to hate you) because they can relate to what you're doing in some sense.
* Play smart ICly. A good antagonist will know when to strike and when to wait, when to keep pushing and when to lay off. Running around attacking people isn't much of an interesting conflict (without significant motive.) Plan. Don't rush. Quality over quantity. A well-placed bit of evidence destroying a relationship can be much more satisfying than trying to kill some schmoe on the street.
* Be courteous OOCly. Planning on torturing some guy? Kidnapping his kid? Bombing his home? Talk to him OOCly first. If your victim-to-be is a solid RPer they may see the potential for interesting RP coming from such a conflict and work with you, giving details you may not have known for further use in antagonism. There aren't as many "No thanks," responses as you might think. Now, people are free to say no, and should that happen you should respect their wishes. There are a ton of fish in the sea.
Note that this does not mean you have to share every detail with your victims -- some things should be kept secret -- but by and large, a little planning with your enemy can be a good thing.
* Be respectful of boundaries. Some morally reprehensible acts are a bit borderline for the tastes of some. If you're going down that road, ask tactfully and respect the answer you get, even if it's a rejection. Never make anyone do something they're uncomfortable with on an OOC level.
* Maintain the IC/OOC line, and keep character knowledge separate. This is a general RP rule but holds especially true in conflict RP. It's imperative you respect what your character knows vs. what your other characters know vs. what you know. Keep it apart, and operate based on the knowledge of your character. If you can supposedly find out information about someone through your character's resources, talk to the person first.
* Accept that you're going to lose sometimes. You want the protagonists to give up something of theirs; be mindful that the same will be expected of you. Give a little, get a little.
* Come to grips with needing to close a chapter. Conflict RP is great and fun and highly enjoyable at times, but as time goes on, the need for some sort of resolution begins to become clear. Work towards a conclusion eventually. Note that this does not have to include anyone's deaths (and probably shouldn't) but should come to a close somehow. The evil item behind the character's madness is destroyed. The motivation for the character becomes obsolete. Remember that conflict RP is one of the primary vehicles for character growth, so find a way to grow from the experience.
Protagonists:
There are a whole lot of you, and antagonists are few. If you want conflict RP, you're going to have to avoid being overzealous and stumble a time or two. My advice is as follows:
* RP isn't a game you're trying to win. This is an interactive story, a multi-author novel, that requires a bit of give and take. The point here is the journey of the character, and sometimes that means failing against an antagonist. When you catch wind of an antagonist, don't immediately go out to crush them under your heel. Even if you're playing a zealous character who wouldn't abide the antagonist in question, there are ways of massaging that. Don't rush to win at the first sign of trouble. There's very little character growth as a result besides a notch in the belt.
* What doesn't kill you makes you stronger. If an antagonist approaches you with an offer to RP a bit of conflict, don't immediately turn them down. Consider what it would bring to your character; you may be able to explore avenues you haven't before. If, after considering it, you feel it won't bring you something that interests you or you're not comfortable with it, turn it down, by all means. Just don't reject out of hand.
* The antagonist's life is worth just as much as your own. This is a point in no way related to what the character thinks, but rather a note of RP respect. You would likely be affronted at the thought of someone wanting to kill your character off; just because Joe Evilbritches is playing someone on the darker side of grey does not make him a more expendable character. He has just as much right to play as you do, and you should play with that in mind.
* Get other people involved, but avoid mob mentality. Friends, guildmates, all those wonderful acquaintances can and should be involved in a conflict plot in some capacity. However, the more people get involved, the likelier it will be that the plot will devolve into baser acts and motivations. Too many cooks can spoil the broth. Just be mindful of it.
* Maintain the IC/OOC line. Just like the antagonists, you need to keep OOC knowledge OOC. If someone else has been taken to his secret volcano lair and only they know where it is but they're chatting about it in the OOC channel, don't just "stumble by" the out-of-the-way island off the coast. If you don't have an IC reason to go somewhere/say something/do something related to OOC knowledge you have about the plot, don't.
* Communicate with your neighborhood antagonist OOCly. Have an idea? Not comfortable with where things are going? Want to work together for a more interesting angle? Approach the antagonist's player OOCly and talk. It may spoil a small portion of the surprise, but the ultimate result will be more satisfying.
* A resolution to the conflict does not necessarily mean the death of the antagonist. Things should come to some sort of end at some point, a conclusion that feels satisfying enough, but there are other ways besides killing an individual. Work with the others in the plot to bring a resolution that works for everyone.
Conflict RP is a great thing and there should certainly be some of it once the server settles; it's certainly possible to do without character death or god-moding and with a good resolution.
Originally posted by No of Thorium Brotherhood
Speaking as I can as someone who has played antagonists for years on my current server, it's not easy for either side, and there are a number of pitfalls to look out for. If you're looking to create conflict on the server, great! Here's the advice I can give from personal experience.
Antagonists:
You will always be outnumbered. You will be lucky to find one or two people who will go along with whatever plot you choose. The simple fact that you must acknowledge and come to accept is that the World of Warcraft is full of many, many people who want to be the hero, and very, very few who wish to be the villain. All of those heroes will be rushing to stop you at every turn. It can be frustrating, but the RP can be quite rewarding if you keep a few things in mind:
* Find a fair way to stay alive and functioning. Don't god-mode; it helps no one. Yes, it can be frustrating when everyone's out to kill you, but there are a number of ways to prevent that scenario. Don't antagonize to the extent of people wanting you dead. Be backed by a larger (canon) organization. Shift blame. There are a number of ways to keep a good antagonist up and running without resorting to frustrating combat situations where no one wins because no one wants to die.
* Coordinate with other antagonists. Form a posse. You're stronger when you have people to assist, backup in times of need. Your plots can also be more elaborate and interesting when you have multiple motives to contend with. Find a few people of similar mindset and start scheming.
* Have a good, solid motivation. "I'm evil" doesn't cut it. The world of Warcraft is an exercise in shades of grey -- if you're doing something morally reprehensible, why? What drives the character to such lengths? Leave the shrug-off answers "Because he likes killing people," or "Because he's insane," at the door, please. Mentally sound or mentally unstable, find motivation. Try to make it logical. You'd be amazed how many more people might sympathize with you (or at least hesitate to hate you) because they can relate to what you're doing in some sense.
* Play smart ICly. A good antagonist will know when to strike and when to wait, when to keep pushing and when to lay off. Running around attacking people isn't much of an interesting conflict (without significant motive.) Plan. Don't rush. Quality over quantity. A well-placed bit of evidence destroying a relationship can be much more satisfying than trying to kill some schmoe on the street.
* Be courteous OOCly. Planning on torturing some guy? Kidnapping his kid? Bombing his home? Talk to him OOCly first. If your victim-to-be is a solid RPer they may see the potential for interesting RP coming from such a conflict and work with you, giving details you may not have known for further use in antagonism. There aren't as many "No thanks," responses as you might think. Now, people are free to say no, and should that happen you should respect their wishes. There are a ton of fish in the sea.
Note that this does not mean you have to share every detail with your victims -- some things should be kept secret -- but by and large, a little planning with your enemy can be a good thing.
* Be respectful of boundaries. Some morally reprehensible acts are a bit borderline for the tastes of some. If you're going down that road, ask tactfully and respect the answer you get, even if it's a rejection. Never make anyone do something they're uncomfortable with on an OOC level.
* Maintain the IC/OOC line, and keep character knowledge separate. This is a general RP rule but holds especially true in conflict RP. It's imperative you respect what your character knows vs. what your other characters know vs. what you know. Keep it apart, and operate based on the knowledge of your character. If you can supposedly find out information about someone through your character's resources, talk to the person first.
* Accept that you're going to lose sometimes. You want the protagonists to give up something of theirs; be mindful that the same will be expected of you. Give a little, get a little.
* Come to grips with needing to close a chapter. Conflict RP is great and fun and highly enjoyable at times, but as time goes on, the need for some sort of resolution begins to become clear. Work towards a conclusion eventually. Note that this does not have to include anyone's deaths (and probably shouldn't) but should come to a close somehow. The evil item behind the character's madness is destroyed. The motivation for the character becomes obsolete. Remember that conflict RP is one of the primary vehicles for character growth, so find a way to grow from the experience.
Protagonists:
There are a whole lot of you, and antagonists are few. If you want conflict RP, you're going to have to avoid being overzealous and stumble a time or two. My advice is as follows:
* RP isn't a game you're trying to win. This is an interactive story, a multi-author novel, that requires a bit of give and take. The point here is the journey of the character, and sometimes that means failing against an antagonist. When you catch wind of an antagonist, don't immediately go out to crush them under your heel. Even if you're playing a zealous character who wouldn't abide the antagonist in question, there are ways of massaging that. Don't rush to win at the first sign of trouble. There's very little character growth as a result besides a notch in the belt.
* What doesn't kill you makes you stronger. If an antagonist approaches you with an offer to RP a bit of conflict, don't immediately turn them down. Consider what it would bring to your character; you may be able to explore avenues you haven't before. If, after considering it, you feel it won't bring you something that interests you or you're not comfortable with it, turn it down, by all means. Just don't reject out of hand.
* The antagonist's life is worth just as much as your own. This is a point in no way related to what the character thinks, but rather a note of RP respect. You would likely be affronted at the thought of someone wanting to kill your character off; just because Joe Evilbritches is playing someone on the darker side of grey does not make him a more expendable character. He has just as much right to play as you do, and you should play with that in mind.
* Get other people involved, but avoid mob mentality. Friends, guildmates, all those wonderful acquaintances can and should be involved in a conflict plot in some capacity. However, the more people get involved, the likelier it will be that the plot will devolve into baser acts and motivations. Too many cooks can spoil the broth. Just be mindful of it.
* Maintain the IC/OOC line. Just like the antagonists, you need to keep OOC knowledge OOC. If someone else has been taken to his secret volcano lair and only they know where it is but they're chatting about it in the OOC channel, don't just "stumble by" the out-of-the-way island off the coast. If you don't have an IC reason to go somewhere/say something/do something related to OOC knowledge you have about the plot, don't.
* Communicate with your neighborhood antagonist OOCly. Have an idea? Not comfortable with where things are going? Want to work together for a more interesting angle? Approach the antagonist's player OOCly and talk. It may spoil a small portion of the surprise, but the ultimate result will be more satisfying.
* A resolution to the conflict does not necessarily mean the death of the antagonist. Things should come to some sort of end at some point, a conclusion that feels satisfying enough, but there are other ways besides killing an individual. Work with the others in the plot to bring a resolution that works for everyone.
Conflict RP is a great thing and there should certainly be some of it once the server settles; it's certainly possible to do without character death or god-moding and with a good resolution.